917-455-1420 • michael@ludoception.com
I study the ways in which Game Writing, as a sub-discipline of Creative Writing, encroaches on and redefines areas historically treated as the domain of coding and game design. My research centers on the intersection of game writing and game design, particularly where quest structure, game balance, and quantitative difficulty could inform pedagogy. As an educator, I build curricula where the classroom operates first as a game design space, then as an interdependent game world made of the elements each student built.
Authoring the systems design methods course for the online MSGD, built in Unreal Engine 5.
Led game design across the studio's projects, including Paragon, a deterministic tactical combat game.
Narrative design, lorekeeping, quest and mission design, level design, character design and related duties on Price of Glory, a live-service multiplayer mobile strategy game; the game remains live. Ref. Contact - Shawn Borsky (Senior Product Manager) - shawn (at) borsky.co
Created material, designed and/or updated modules, and taught courses Introduction to Digital Media and Game Design Portfolio Development
Created material for a TTRPG module, centered around an original creature with unique behavior, backstory, and lore
Designed and delivered course materials for undergraduate and graduate students that aligned with curriculum requirements. Leveraged multimedia tools to simulate collaborative writers' room experiences in online environments, enhancing student engagement. Re-focused all creative writing assignments and assessments toward industry skills acquisition. Prepared curriculum maps, and organized trainings on the preparation of curriculum maps for all faculty of the Creative Writing MFA program. Gained extensive knowledge of ACCSC accreditation standards through direct involvement in the accreditation process. Applied best practices in curriculum development and assessment to meet and exceed academic benchmarks. Adapted teaching methods and course materials in response to evolving accreditation requirements, demonstrating flexibility and a commitment to educational excellence.
Adapted works of literature into radio scripts for national syndication, including Timon of Athens and The Diary of Lady Murasaki.
Design and consulting for escape rooms, including work for Escapology, then the largest escape room company in the United States.
Led an eighteen-person team; designed CYOA games and puzzles for print; built one of the first magazines made for the iPhone, profiled in The New Yorker's Talk of the Town (September 2008).
Doctoral-level coursework including the program's AI training sequence (2024)
Thesis on educational role-playing games in the early medieval period; coursework in the anthropology of play and the archaeology of toys
Adapts archaeological single-context recording and the Harris matrix to separate observational record from interpretation in documenting interactive digital narrative traversals.
Ludoception applied to instructional systems; the quiz as a directed graph, with a working artifact.
Attribution flattened into quantified cause; applications from K-12 through university.
Organized and chaired an interdisciplinary panel on diegetic games in literature, film, and media. The session invited papers that treated fictional games as meaningful systems in their own right, applying game studies and narrative theory to analyze rule-based structures embedded within stories.
A poster and talk analyzing The Lottery as a story containing a hidden computational system, and further proposing a method of using Game Design as the disciplinary lens through which to perform close readings on diegetic games found within literature
Virtual-Based Games in Education Conference, synchronous online presentation about incorporating real-world inequalities into the design of gamified modules.
NeMLA (Northeast Modern Language Association) seminar developing the concept of 'ludoception' to describe a cognitive faculty honed by games, linking thematic elements with game mechanics to enhance understanding of real-world systems and social rules.
NeMLA (Northeast Modern Language Association) conference paper on ludic curriculum design using AI to create egregoric NPCs of student groups, and incorporating narrative for enhanced student engagement.
CFA Games Conference, University of Kentucky. The paper focused on using the asymmetrical rules for player roles in social deduction games as models for asymmetrical attendance policies, and for methods of including antagonistic students without needing to change their behavior or attitude.
SIGDOC (Special Interest Group on Design of Communication) interactive poster session diagramming the potential of game balance (in the field of design) to provide new conceptual models of 'fairness' in the classroom
A talk on skill assessment in gamified curricula: skill trees rather than merit badges.
Single-file HTML teaching modules for narrative design, with a directed-graph quiz engine and the anamorphic grading system (skill badges; scores only climb).
Electronic Literature Organization exhibit titled Undead Computer, a game-like meta-exhibit focused on the exploration and interactive engagement with obsolete technologies. This exhibit invites participants to interact with, modify, and repurpose the text of the website itself, while dead links and other phenomena speak to the decay of the once hopeful techno-space.
Interactive fiction delivered as a simulated-iPhone pseudo-OS, set in an alternate America where hired mourning is ordinary work.
Paper-prototyped board game: a world-map board and cards styled as dime-store paperback covers.
Integrating educational technology to reshape the classroom experience; integrating Unity and various script languages into courses in Level Design to bridge knowledge gaps and diverse fields of student expertise; leveraging tools that resonate with a digital-native audience, while meeting or exceeding the needs of non-student stakeholders.
Escape rooms, theatrical experiences, and experience working in film and television art departments
Narrative Design and Narrative Direction, including methods for influencing technical departments through plain language documentation
Design research, close playing, archaeological recording methods adapted to interactive narrative; AI-assisted workflows (doctoral training, 2024)
Magazine editing and production; criticism and interviews for n+1, the Los Angeles Review of Books, World Literature Today, and the Financial Times
My work as editor of 'the first magazine for the iPhone' and with digital fashion photography written up in a September issue of the New Yorker magazine. https://www.newyorker.com/magazine/2008/09/29/dial-a-mag
Ludoception: Diegetic Games in Literature